200,787 Commits over 4,171 Days - 2.01cph!
More summaries and cleanup...
moved some OnTileHover stuff to BoardView
some TileView setup on Tile prefab, removed some debug spam
basic tile hover glow working and networked
tile hover events are only sent to the server during a player's turn, so you can't annoy the other player during their turn :) (and to halve bandwidth)
some more prep work (overgrowth dressing scene)
Merging latest from trunk
Fixed vehicles not showing damage on new client connecting. Related to issue #62
Different pattern for deserialize before init
FOR FUCK SAKE fix scene UI
added a LOS check flag to attack range. Gunker uses LOS
updated truck 3 paintable
Driving changes to remove excessive raycasts
Updated prefabs to have collision layer
Camera changes to allow multiple views
Overgrowth dressing scene prep over -
Roads, train tracks, sewer drainwalls and concrete slabs now generated through Scene2Prefab
Revered to old Definition version with override of DataAsset.AssetName property
Cleaned up some stat related utility and extension stuff
Added check direction for AI
Added LeanTween, wip movement stuff
Extended occlusion culling support for articulated models; added player and animal ragdolls
Culling now enabled by default
Removed culling related debug messages
Forgot to branch off. Re added steam and shit.
Removed BuildingSettings.BuildingInteractions and associated wrapper
Cleaned up filters and moved methods to extension classes
continued Utility cleanup
Effect pooling with FixedArray in Entity.Effects components
Fixed Dispensers not actually dispensing effects
Pre-allocate behaviour pools in AIManager init.
Misc effects cleanup
Fixed bad name getter in DataAsset
Add a lot of the new UI stuff
Fixed server compilation
Made thirdparty occlusion culling portable again
BuildingFilterSet supports upgrade check
Building upgrade renderers cached from view prefab on init
Building upgrades can specify an override string to use when picking meshes from the prefab
Building upgrades use new shader driven construction progress visual (rough)
LODs and vertex color painting for vegetation, R and G channels are used for detail bending
Prefabs created for all models
Overgrowth dressing scene update
Fixed BeforeBuilding shader
ignore cloaked third party metas
added collision to building
Fixed some weird debug typos, updated small hut prefab